perm filename ARTIFI.XGP[W78,JMC] blob sn#353801 filedate 1978-05-09 generic text, type T, neo UTF8
/LMAR=0/XLINE=3/FONT#0=SAIL25/FONT#1=BAXM30/FONT#2=BAXB30/FONT#3=SUB/FONT#4=SUP/FONT#5=BASL35/FONT#6=NGR25/FONT#7=MATH30/FONT#8=FIX25/FONT#9=GRK30/FONT#10=ZERO30/FONT#11=BAXI30/FONT#12=MS25



␈↓ ↓H␈↓ARTIFICIAL INTELLIGENCE (AI),

␈↓ ↓H␈↓␈↓ αλthe branch of computer science concerned with making

␈↓ ↓H␈↓machines behave intelligently.  Ultimately, AI

␈↓ ↓H␈↓researchers hope to understand intelligence well enough

␈↓ ↓H␈↓to make computer programs with human-level or higher

␈↓ ↓H␈↓general intelligence.  Programs now exist that play

␈↓ ↓H␈↓chess and other games at expert level, recognize

␈↓ ↓H␈↓connected speech using a limited vocabulary, answer

␈↓ ↓H␈↓questions about stories, prove theorems in certain

␈↓ ↓H␈↓branches of mathematics, and recognize objects in scenes

␈↓ ↓H␈↓using a television camera.  However, these programs have

␈↓ ↓H␈↓limited ability, no creativity, and each works in its

␈↓ ↓H␈↓own limited domain.

␈↓ ↓H␈↓␈↓ α_AI research has two aspects: The theoretical part

␈↓ ↓H␈↓involves discovering what intellectual mechanisms exist

␈↓ ↓H␈↓and how they interact in achieving goals.  The

␈↓ ↓H␈↓experimental part consists of writing computer programs

␈↓ ↓H␈↓or building machines to solve particular problems or

␈↓ ↓H␈↓behave intelligently in particular kinds of situations.

␈↓ ↓H␈↓Sometimes the experimental programs have practical

␈↓ ↓H␈↓goals, but more often their purpose is to verify that

␈↓ ↓H␈↓certain methods will achieve certain goals.

␈↓ ↓H␈↓␈↓ α_Intelligent machines are old in mythology, science

␈↓ ↓H␈↓fiction and swindling.  In the early 1900s, the Spanish

␈↓ ↓H␈↓inventor Torres y Quevedo made a machine that could



␈↓ ↓H␈↓checkmate its opponent with a rook and king against a

␈↓ ↓H␈↓king, and speculated intelligently about possible

␈↓ ↓H␈↓intelligent machines.  However, systematic work on AI

␈↓ ↓H␈↓began only after the invention of digital computers.

␈↓ ↓H␈↓The first serious scientific article on AI was written

␈↓ ↓H␈↓by the British mathematician Alan Turing in 1950, and

␈↓ ↓H␈↓the first full time research group was founded in 1954

␈↓ ↓H␈↓at Carnegie-Mellon University by Allen Newell and

␈↓ ↓H␈↓Herbert Simon.

␈↓ ↓H␈↓␈↓ α_The main areas of AI research, and some of the

␈↓ ↓H␈↓techniques used, are described in what follows.

␈↓ ↓H␈↓␈↓ αλSEARCH.  When a computer must act, it usually has

␈↓ ↓H␈↓several choices.  Each choice may lead to a number of

␈↓ ↓H␈↓different consequences, depending on nature or on the

␈↓ ↓H␈↓actions of an opponent in a game, and each consequence

␈↓ ↓H␈↓may result in new possible actions, and so on.

␈↓ ↓H␈↓␈↓ α_The main problem in searching through the "tree of

␈↓ ↓H␈↓possibilities" is the so-called "combinatorial

␈↓ ↓H␈↓explosion".  If there are 10 possibilities at each level

␈↓ ↓H␈↓of search, then 10 levels of search lead to 10 billion

␈↓ ↓H␈↓possibilities, and this is infeasible even with fast

␈↓ ↓H␈↓computers.  Therefore, the programmer must devise

␈↓ ↓H␈↓␈↓↓heuristics␈↓ that allow the program to reject most of the

␈↓ ↓H␈↓alternatives, even at the risk of sometimes missing the



␈↓ ↓H␈↓best answer.  Thus when there isn't time to evaluate

␈↓ ↓H␈↓each line of play to the end, the program must decide

␈↓ ↓H␈↓when it can stop searching and approximately evaluate

␈↓ ↓H␈↓the postion.

␈↓ ↓H␈↓␈↓ α_The performance of computer chess programs is a

␈↓ ↓H␈↓good measure of progress in this part of AI.  The chess

␈↓ ↓H␈↓programs of the 1950's played much worse than the people

␈↓ ↓H␈↓who wrote them, because the programmers, some of whom

␈↓ ↓H␈↓were master level players, didn't understand their own

␈↓ ↓H␈↓mental processes well enough to discover the methods

␈↓ ↓H␈↓they themselves used to limit search.  Since then,

␈↓ ↓H␈↓enough of the ways in which humans limit search have

␈↓ ↓H␈↓been discovered so that in 1977, a program written by

␈↓ ↓H␈↓David Slate and Lawrence Atkins won the Minnesota Open

␈↓ ↓H␈↓Tournament with a master-level performance.  (It lost

␈↓ ↓H␈↓the subsequent tournament for the state championship).

␈↓ ↓H␈↓However, this performance depended on a very fast

␈↓ ↓H␈↓computer looking at hundreds of thousands of positions,

␈↓ ↓H␈↓so it is clear that many of the human ways of limiting

␈↓ ↓H␈↓search remain to be understood.

␈↓ ↓H␈↓␈↓ α_For example, one early program written by a chess

␈↓ ↓H␈↓master looked at the seven most "plausible" moves and

␈↓ ↓H␈↓the seven plausible replies to each of these and seven

␈↓ ↓H␈↓replies to each of these and seven to each of these for

␈↓ ↓H␈↓a total of 7␈↓πx␈↓7␈↓πx␈↓7␈↓πx␈↓7 = 2401 final positions.  Most of



␈↓ ↓H␈↓these positions were examined unnecessarily.  When a

␈↓ ↓H␈↓move has been shown to be worse than a previously

␈↓ ↓H␈↓examined move of the same player by finding one reply

␈↓ ↓H␈↓that refutes it, there is no need to look for refuting

␈↓ ↓H␈↓moves.  This observation (illustrated in the figure) has

␈↓ ↓H␈↓been elaborated into a method called the alpha-beta

␈↓ ↓H␈↓heuristic for reducing search and is used by all modern

␈↓ ↓H␈↓game playing programs.  The joke is that it is also used

␈↓ ↓H␈↓by all human players, modern or not, and whether they

␈↓ ↓H␈↓realize it or not.

␈↓ ↓H␈↓␈↓ α_GOALS AND SUBGOALS.  Attaining a goal often

␈↓ ↓H␈↓requires finding a sequence of actions on the basis of

␈↓ ↓H␈↓information about the effects of, and about the

␈↓ ↓H␈↓preconditions for, successful performance of certain

␈↓ ↓H␈↓actions.  A simple example is building a tower of blocks

␈↓ ↓H␈↓where a precondition for placing one block on another is

␈↓ ↓H␈↓that both the block to be moved and the place where it

␈↓ ↓H␈↓goes should be clear.  Thus moving one block may require

␈↓ ↓H␈↓moving other blocks first.  Gerald Sussman's program for

␈↓ ↓H␈↓designing electronic circuits required more elaborate

␈↓ ↓H␈↓treatment of how doing one action affects the

␈↓ ↓H␈↓preconditions for others.

␈↓ ↓H␈↓␈↓ α_KNOWLEDGE REPRESENTATION.  Many of the difficulties

␈↓ ↓H␈↓in making machines perform tasks turn on the question of

␈↓ ↓H␈↓deciding what information the program should have, how



␈↓ ↓H␈↓further conclusions can be drawn from initial

␈↓ ↓H␈↓information, and how the information should be stored in

␈↓ ↓H␈↓the computer.  These difficulties have led to research

␈↓ ↓H␈↓on the subject of what is knowledge.  Many of the

␈↓ ↓H␈↓questions asked are those studied by philosophers under

␈↓ ↓H␈↓the name of ␈↓↓epistemology␈↓ - the theory of knowledge.

␈↓ ↓H␈↓Mathematical logic has provided powerful means of

␈↓ ↓H␈↓representing facts in computers and powerful modes of

␈↓ ↓H␈↓reasoning.  However, it has turned out that not all

␈↓ ↓H␈↓modes of reasoning performed by humans and needed for

␈↓ ↓H␈↓problem solving are represented in present systems of

␈↓ ↓H␈↓mathematical logic.  Logic is excellent for those

␈↓ ↓H␈↓methods of reasoning that never lead to error from true

␈↓ ↓H␈↓premises, but intelligence also requires methods of

␈↓ ↓H␈↓reasoning that generate conjectures that are sometimes

␈↓ ↓H␈↓false.  The work of John McCarthy at Stanford University

␈↓ ↓H␈↓has shown the importance and difficulty of representing

␈↓ ↓H␈↓facts about situations in which new actions may start

␈↓ ↓H␈↓while others are in progress.  Knowledge about knowledge

␈↓ ↓H␈↓has also been studied.  A computer program that can plan

␈↓ ↓H␈↓a trip must know that it cannot find a flight to New

␈↓ ↓H␈↓York by thinking about it, but travel agents know about

␈↓ ↓H␈↓airplane flights, and their telephone numbers are in the

␈↓ ↓H␈↓Yellow Pages.

␈↓ ↓H␈↓␈↓ α_AI and the Everyday World



␈↓ ↓H␈↓␈↓ α_Besides dealing with purely symbolic problems such

␈↓ ↓H␈↓as chess and mathematics, we want intelligent machines

␈↓ ↓H␈↓that can see, hear, control motion, and make things.

␈↓ ↓H␈↓␈↓ α_PATTERN MATCHING.  Programs have been written that

␈↓ ↓H␈↓find objects by tracing outlines of color or brightness

␈↓ ↓H␈↓changes, or by growing regions of a single color or

␈↓ ↓H␈↓texture.  Such tasks require a computer to store

␈↓ ↓H␈↓patterns and to recognize objects by matching patterns.

␈↓ ↓H␈↓A computer might store its idea of a dog as a collection

␈↓ ↓H␈↓of legs, tail, etc., each of a given shape and connected

␈↓ ↓H␈↓in the right way.  It can try to find dogs in a picture

␈↓ ↓H␈↓by matching the dog pattern with parts of the picture.

␈↓ ↓H␈↓The program must compute how a dog will appear with its

␈↓ ↓H␈↓legs in some position when looked at from some angle and

␈↓ ↓H␈↓partly hidden by other objects.  Actually, in order to

␈↓ ↓H␈↓recognize dogs it must do this process backwards,

␈↓ ↓H␈↓deciding what kind of dog would lead to the appearance

␈↓ ↓H␈↓it sees.

␈↓ ↓H␈↓␈↓ α_General principles of pattern description and

␈↓ ↓H␈↓techniques for pattern matching apply to recognizing

␈↓ ↓H␈↓dogs, to recognizing chess configurations, and to many

␈↓ ↓H␈↓other problems.

␈↓ ↓H␈↓␈↓ α_Patterns of action called frames have been studied

␈↓ ↓H␈↓by Marvin L. Minsky and his students at Massachusetts

␈↓ ↓H␈↓Institute of Technology.  A typical frame is the event



␈↓ ↓H␈↓of visiting a restaurant; subframes would consist of

␈↓ ↓H␈↓being seated, ordering, waiting, eating, paying the

␈↓ ↓H␈↓bill, and leaving.  Such frames have been used by Roger

␈↓ ↓H␈↓C. Schank at Yale University in programs that answer

␈↓ ↓H␈↓questions about stories, and also fill in information

␈↓ ↓H␈↓omitted from a story, because it is implicit in the

␈↓ ↓H␈↓frame.

␈↓ ↓H␈↓␈↓ α_UNDERSTANDING LANGUAGE.  Programs that recognize

␈↓ ↓H␈↓and produce human speech have been written.  Some such

␈↓ ↓H␈↓programs recognize hundreds of isolated words; some can

␈↓ ↓H␈↓handle connected speech if it is not too difficult.

␈↓ ↓H␈↓␈↓ α_One idea for making an intelligent machine is to

␈↓ ↓H␈↓first make it capable of understanding English, and then

␈↓ ↓H␈↓to let it read textbooks, encyclopedias, and scientific

␈↓ ↓H␈↓articles.  There are computer programs that can read

␈↓ ↓H␈↓stories from first grade readers and answer some

␈↓ ↓H␈↓questions about them.  Other programs can converse with

␈↓ ↓H␈↓physicians about bacterial diseases of the blood.  All

␈↓ ↓H␈↓present programs, however, are quite limited in the

␈↓ ↓H␈↓subject matter they can understand.  The difficulty is

␈↓ ↓H␈↓not one of vocabulary - whole dictionaries are available

␈↓ ↓H␈↓on tape - but rather that understanding encyclopedia

␈↓ ↓H␈↓articles requires more initial knowledge and ability to

␈↓ ↓H␈↓reason than can now be programmed.

␈↓ ↓H␈↓␈↓ α_In the 1950's programs were written to translate



␈↓ ↓H␈↓from one language to another.  They weren't very good,

␈↓ ↓H␈↓and it was some years before everyone was convinced that

␈↓ ↓H␈↓successful translation requires programs that

␈↓ ↓H␈↓"understand" the material being translated.  Efforts are

␈↓ ↓H␈↓now being made to give computers an increasingly better

␈↓ ↓H␈↓understanding of larger and larger fragments of natural

␈↓ ↓H␈↓language.  This "understanding" is tested by the

␈↓ ↓H␈↓performance of question-answering programs that answer

␈↓ ↓H␈↓questions about a text on the basis of information in

␈↓ ↓H␈↓the text and the common sense knowledge possessed by the

␈↓ ↓H␈↓program.

␈↓ ↓H␈↓␈↓ α_One program combined English dialogue and problem

␈↓ ↓H␈↓solving to answer questions and perform requested

␈↓ ↓H␈↓actions in a simulated "blocks world".  Devised by Terry

␈↓ ↓H␈↓Winograd, SHRDLU could be requested, "Pick up the red

␈↓ ↓H␈↓pyramid and put it on the green block."  SHRDLU would

␈↓ ↓H␈↓figure out that "it" referred to the red pyramid.  It

␈↓ ↓H␈↓would clear off the green block if necessary, and would

␈↓ ↓H␈↓ask, "Which green block?" if there was more than one.

␈↓ ↓H␈↓␈↓ α_LEARNING FROM EXPERIENCE.  Humans and animals learn

␈↓ ↓H␈↓from experience, and machines should do likewise.  An

␈↓ ↓H␈↓early example was a program by Arthur Samuel for playing

␈↓ ↓H␈↓checkers.  The behavior of the program was determined by

␈↓ ↓H␈↓certain numbers that determined how it evaluated

␈↓ ↓H␈↓positions; for example, the relative values of a king



␈↓ ↓H␈↓and a single man.  The program would read books of games

␈↓ ↓H␈↓played by master players and adjust the numbers until

␈↓ ↓H␈↓they predicted as many as possible of the moves regarded

␈↓ ↓H␈↓as good by the experts.  Combined with search, this

␈↓ ↓H␈↓makes an excellent program.  A version of it, without

␈↓ ↓H␈↓the learning, is sold for playing through a television

␈↓ ↓H␈↓set.

␈↓ ↓H␈↓␈↓ α_Patrick Winston of Massachusetts Institute of

␈↓ ↓H␈↓Technology wrote a program that learns to classify

␈↓ ↓H␈↓objects according to the presence of subobjects related

␈↓ ↓H␈↓in a specified way.  In Winston's program, an arch is

␈↓ ↓H␈↓recognized as consisting of three objects one of which

␈↓ ↓H␈↓is supported by the other two which are not touching

␈↓ ↓H␈↓each other.  An arcade is learned as a line of arches

␈↓ ↓H␈↓arranged so that there is a path under all of them.

␈↓ ↓H␈↓␈↓ α_To teach someone to play tic-tac-toe or solve an

␈↓ ↓H␈↓algebra problem, it is enough to tell him the rules and

␈↓ ↓H␈↓rely on his intelligence to apply them.  The ability of

␈↓ ↓H␈↓a program to learn from experience depends on how its

␈↓ ↓H␈↓own behavior is represented within the machine.  If the

␈↓ ↓H␈↓program is to learn efficiently, then what a human would

␈↓ ↓H␈↓regard as simple changes in behavior must be represented

␈↓ ↓H␈↓by small changes in the way the behavior is represented.

␈↓ ↓H␈↓With present computer programs, in order to change a

␈↓ ↓H␈↓program's behavior, one must understand the program



␈↓ ↓H␈↓thoroughly and make changes in a number of places.  It

␈↓ ↓H␈↓is as though education were accomplished by brain

␈↓ ↓H␈↓surgery.  A major research goal of AI is to develop

␈↓ ↓H␈↓programs with common sense, able to combine instructions

␈↓ ↓H␈↓with their own knowledge.  Making a computer that can

␈↓ ↓H␈↓learn well therefore requires progress in knowledge and

␈↓ ↓H␈↓its representation.

␈↓ ↓H␈↓␈↓ α_INDUSTRIAL ROBOTS.  Robots that do strenuous or

␈↓ ↓H␈↓dangerous tasks are in increasing industrial use.  The

␈↓ ↓H␈↓earliest were programmed to repeat  the same sequence of

␈↓ ↓H␈↓actions, such as putting an object found in a fixed

␈↓ ↓H␈↓location in a punch press or a furnace, and removing it

␈↓ ↓H␈↓later.  Even such  crude robots are more flexible than

␈↓ ↓H␈↓building a special machine for each job and scrapping it

␈↓ ↓H␈↓when the job changes.  Recent industrial robots have

␈↓ ↓H␈↓programs whose actions depend on sensing the

␈↓ ↓H␈↓environment, and some even use television cameras to

␈↓ ↓H␈↓locate objects.  General purpose assembly robots and

␈↓ ↓H␈↓languages for programming them are now being developed

␈↓ ↓H␈↓at Stanford University, General Motors and elsewhere.

␈↓ ↓H␈↓Another program drives a vehicle so as to avoid

␈↓ ↓H␈↓obstacles.

␈↓ ↓H␈↓␈↓ α_EXPERT PROGRAMS.  Edward A. Feigenbaum and Joshua

␈↓ ↓H␈↓Lederberg at Stanford University pioneered the

␈↓ ↓H␈↓development of programs that embody the knowledge of an



␈↓ ↓H␈↓expert in some field.  Such programs are developed by

␈↓ ↓H␈↓interviewing experts and getting them to help improve

␈↓ ↓H␈↓further versions of a program.  DENDRAL is expert in

␈↓ ↓H␈↓determining the structure of an organic compound from

␈↓ ↓H␈↓mass spectrograph observations, and MYCIN helps a doctor

␈↓ ↓H␈↓diagnose bacterial infections of the blood, recommending

␈↓ ↓H␈↓tests and treatment, and recommending further tests and

␈↓ ↓H␈↓treatment based on the results of the first.  MYCIN is

␈↓ ↓H␈↓intended only to make suggestions; the doctor still must

␈↓ ↓H␈↓understand the reasons for everything he does.

␈↓ ↓H␈↓␈↓ α_INFORMATION PROCESSING PSYCHOLOGY.  Artificial

␈↓ ↓H␈↓intelligence and the study of human intelligence are

␈↓ ↓H␈↓closely related.  The information processing approach to

␈↓ ↓H␈↓psychology is mainly replacing behaviorism, which was

␈↓ ↓H␈↓chiefly concerned with finding direct relations between

␈↓ ↓H␈↓stimuli received by organisms and their responses.  The

␈↓ ↓H␈↓information processing approach, initiated by Allen

␈↓ ↓H␈↓Newell and Herbert Simon in the 1950's writes computer

␈↓ ↓H␈↓programs that match complex problem-solving behavior.

␈↓ ↓H␈↓Unlike stimulus-response theories, information

␈↓ ↓H␈↓processing theories do not postulate direct relations

␈↓ ↓H␈↓between inputs and outputs, because the internal

␈↓ ↓H␈↓processes can be very complex.  Both artificial

␈↓ ↓H␈↓intelligence and information processing psychology must

␈↓ ↓H␈↓determine what intellectual mechanisms are required to

␈↓ ↓H␈↓solve different kinds of problems.



␈↓ ↓H␈↓␈↓ α_THE STUDY OF AI.  Artificial intelligence is a

␈↓ ↓H␈↓young and difficult branch of science.  Studying it

␈↓ ↓H␈↓requires the ability to program a computer, especially

␈↓ ↓H␈↓using programming languages such as LISP (list

␈↓ ↓H␈↓processing), which is popular in AI research.  Also

␈↓ ↓H␈↓important is the study of the theory of the correctness

␈↓ ↓H␈↓of computer programs, and complexity theory - the study

␈↓ ↓H␈↓of how much computing is required to solve various kinds

␈↓ ↓H␈↓of problems.  Some background in mathematical logic is

␈↓ ↓H␈↓also necessary.

␈↓ ↓H␈↓␈↓ α_In AI, there is less to learn than in physics or

␈↓ ↓H␈↓mathematics in order to reach the frontier of the

␈↓ ↓H␈↓subject.  Much of what the student learns is

␈↓ ↓H␈↓controversial; some of it will probably be shown wrong.

␈↓ ↓H␈↓Besides connections with psychology, artificial

␈↓ ↓H␈↓intelligence needs facts from and contributes to

␈↓ ↓H␈↓mathematical logic, linguistics, and the physiology of

␈↓ ↓H␈↓the nervous system.  Finally, AI studies many questions

␈↓ ↓H␈↓that are also studied by philosophers from a different

␈↓ ↓H␈↓point of view.

␈↓ ↓H␈↓␈↓ α_The ultimate goal of AI is to understand

␈↓ ↓H␈↓intelligence well enough to make computers more

␈↓ ↓H␈↓intelligent than people.  Some scientists do not think

␈↓ ↓H␈↓this possible, while others think they are close to

␈↓ ↓H␈↓success.  Most would agree that while present methods



␈↓ ↓H␈↓will lead to further accomplishments, a breakthrough in

␈↓ ↓H␈↓giving programs a general view of the world is required

␈↓ ↓H␈↓before human-level intelligence is achieved.

␈↓ ↓H␈↓␈↓ α_John McCarthy